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IMPERIAL TERMITE TUNNELLER from Bpicast TERMITE .60 points Typ. Tunneller Vehicle. Cre 1 driver. Transport: It can carry one group of 10 space marines in power armour, 10 imperial guardsmen, 5 space marines in terminator armour or 2 support weapons. Special: Termites begin play off the board, underground at slow speed. They move to their emergence point and check for deviation of 5 or 6 on a D6. Deviation is 2D6 x 2,5 cm or half movement. If a termite emerges under a building or vehicle it counts as a 2D6 ram bar (see page 92, rulebook). After emerging the termite can travel on the surface, ignoring difficult terrain, ron Pr) PaaS Tce CY MSCS eS ees Front 1-4 | Drill 25 25 5-6 | Hull 25 18, 1 The drill is damaged but keeps running. The termite may only move at slow speed for the rest of the game. 2-6 The termite's drill is shattered. The termite moves out of control next turn and then comes to a permanent halt for the rest of the battle. 1 The driver is hit and killed. The termite will move out of control until another model takes over. 2-4 | A large explosion tears through the hull compartment. Roll a D6 for each model on board. On the roll of 4+ they are hit and killed. 5 _ | The termite's engine explodes, killing everyone on board. The vehicle is spun around to face a random direction by the force of the explosion and then comes to a permanent halt. © _ | A spark ignites the termite’s fuel tank and it bursts into flames, killing everyone on board. The flaming wreck moves out of control next turn and then explodes. Anything within 7,5 cm of the point where it ends up is caught in the explosion, suffering damage exactly as If hit by a heavy flamer.

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